Hah, it seems to be some kind of artifact lol. Probably gloss map bug from substance painter. Sometimes it leaves strange stuff on models...

Actually, it's the normal map. We compresse the textures to reduce the size, but normal maps are usually more sensitive than the other maps, so sometimes it doesn't look good.

If you go in the editor, it will pick your original textures and it will look good again.Alternatively, you can add an option at the end of the url to force the download of the original textures instead of the compressed ones (?imageCompression=0, e.g with your pump)

The compression ratio of jpg is variable, so we always compress the textures.Note that in some case, the compressed textures can be a png in case it is smaller than the compressed jpg.It can happen with small textures, or textures that only have a few color with no gradient, etc...

took a while but it looks great mate nice chains and i really love the handle. Good job on the texture there. one super minor complaint is that your wires wouldn't work, as they are still filled with plastic around, you could set the last end bit to metal .. screws look super good though

In future, I will try to make more complex high poly models, because, more details you bake in, easier it is to texture. I had problems in some parts of the model, while texturing, because it had no detail. Also, when baking, I duno if it's only me or what, but I think that Blender+Substance painter combo, flips normal map. I had to invert it, in sketchfab. ALWAYS CHECK THE NORMAL MAP, BEFORE TEXTURING.

About substance painter, jet again, I don't like, how it looks. Every model made in substance, has that substance painter look, that I don't like. I will try to learn Quixel and see how it does.

Yes and no the same situation is in many Blender exporters this is fault of the 3D Space in Blender. In many programs XYZ are represent X-YZ, XZY, or XY-Z, in Blender so when you export using designate exporter (obj flips model in -Z and rotate X) the exporter change the 3D space and this flips all object but do not reset history so you see mesh in proper XYZ space but normals are still in Blender space that's why sometimes like Substance, C4D the normals are flipped because WHOLE MODELS IS FLIPPED .TIP:- Best way is to keep the blender 3D space in exporters and simply flip object in Blender in proper position reset history "Ctrl+A" and then export without flipping or rotating axis!!!!.

yeah, you're right. Will try your tip, next time. Thanks! About rotation, I sometimes open fbx file in notepad and make rotation: 0 0 0I use it, if I import models in Unity, so they are rotated right and preview tab looks correct.

If I update anything and press save, he gives out error on annotations:

Annotation #2 could not be saved.Annotation #4 could not be saved.Annotation #1 could not be saved.Annotation #5 could not be saved.Annotation #3 could not be saved.Please contact the support team at support@sketchfab.com.